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Sunday, 13th October 2019, 15:35

Forum: The Dart Board

Topic: Crawl Bonus Tournament

Replies: 13

Views: 2188

Re: Crawl Bonus Tournament

So, ehm, what exactly happened?

Nobody completed anything?!

Did more than four people participate?

Wednesday, 25th September 2019, 00:49

Forum: Technical Support

Topic: Change movement keys

Replies: 1

Views: 104

Change movement keys

Hi,

Could someone please point me to an .rc file editing guide?

The main thing I want to do is change a few movement keys to make it easier on my laptop.

Thanks!

Saturday, 14th September 2019, 11:19

Forum: Dungeon Crawling Advice

Topic: Transference and resting Monsters

Replies: 3

Views: 384

Re: Transference and resting Monsters

It's certainly quicker than digging through the code in a lot of cases...

Wednesday, 11th September 2019, 20:48

Forum: Dungeon Crawling Advice

Topic: Transference and resting Monsters

Replies: 3

Views: 384

Re: Transference and resting Monsters

Well, some quick and dirty wizmode testing suggests that the transfered monster wakes up and (depending on speed) gets to act. So, my glorious plan for a transference stab isn't happening. Shame! The ability doesn't seem to make any noise, as monster not directly affected stayed asleep. It didn't lo...

Monday, 9th September 2019, 19:27

Forum: Dungeon Crawling Advice

Topic: Transference and resting Monsters

Replies: 3

Views: 384

Transference and resting Monsters

Main question: Does Transference (Hep *** power) wake up resting monsters? Either the transferred monster, or another monster in the area? Sub questions: Does Transference make noise? Does it count as an attack? I.e. will my allies attack the transferred monster? Can it be resisted / are there immun...

Sunday, 25th March 2018, 18:36

Forum: Game Design Discussion

Topic: The Rules and Exceptions Paradigm

Replies: 18

Views: 1708

Re: The Rules and Exceptions Paradigm

Perhaps we don't attach the same meaning to 'paradigm'. I am saying that some species concepts (removed, existing and imagined) fit into the game in a more meaningful way than others. I believe that considering the underlying rules of the game (how time passes, how movement works, line of sight, etc...

Friday, 23rd March 2018, 22:35

Forum: Game Design Discussion

Topic: The Rules and Exceptions Paradigm

Replies: 18

Views: 1708

Re: The Rules and Exceptions Paradigm

I am not sure what this thread is about. The description in the OP is ok (I only skimmed through it), but what is the point of the paradigm? For instance, does using the paradigm allow one to reach conclusions or offer predictions, which wouldn't be possible without understanding the paradigm? The ...

Thursday, 22nd March 2018, 19:18

Forum: Game Design Discussion

Topic: The Rules and Exceptions Paradigm

Replies: 18

Views: 1708

Re: The Rules and Exceptions Paradigm

Sorry about the inaccuracy. I was imagining early pre-release development versions of the game, way back when, before Stone Soup. OK, I've been playing since Linley's Dungeon Crawl 3.20 back in 1999, I thought that counts as an extremely early version :) I think it should count! That's a rather lon...

Thursday, 22nd March 2018, 19:16

Forum: Game Design Discussion

Topic: The Rules and Exceptions Paradigm

Replies: 18

Views: 1708

Re: The Rules and Exceptions Paradigm

Then again, our minds could already be external extensions of a pre-existing AI ("alien intelligence") which does not need to threaten us, because we're just a science lab. Sure. We might be in some kind of simulation or whatever. Until someone comes up with a falsifiable hypothesis to te...

Wednesday, 21st March 2018, 20:37

Forum: Game Design Discussion

Topic: The Rules and Exceptions Paradigm

Replies: 18

Views: 1708

Re: The Rules and Exceptions Paradigm

Just one comment: It is entirely conceivable that all races were under the effect of permament stasis in extremely early versions of the game, simply due to the absence of speed modifiers and translocation options. I wouldn't say so. We had spriggans and centaurs; in addition to Swiftness and Haste...

Wednesday, 21st March 2018, 20:36

Forum: Game Design Discussion

Topic: The Rules and Exceptions Paradigm

Replies: 18

Views: 1708

Re: The Rules and Exceptions Paradigm

Interesting read overall, however the passing mention of 'AlphaGo' especially intrigued me, for whatever reason. I've heard of it a few years ago, but I didn't look too deeply into it. And then, a few google searches(and hours) later, I'm engrossed in the doomed man vs machine narrative. Even in bo...

Tuesday, 20th March 2018, 12:54

Forum: Game Design Discussion

Topic: The Rules and Exceptions Paradigm

Replies: 18

Views: 1708

The Rules and Exceptions Paradigm

An Exploration of Species Design in Dungeon Crawl Stone Soup The Paradigm Many, if not most, games follow the Paradigm of Rules and Exceptions. The game is constructed around a general set of Rules, that apply to most situations, and a set of special Exceptions, where the Rules can be broken. It is...

Thursday, 12th October 2017, 12:47

Forum: Dungeon Crawling Advice

Topic: Decisions decisions

Replies: 4

Views: 592

Re: Decisions decisions

If you want to win, I would suggest leaving runed doors closed.

Although, I suppose it is possible to try to identify the vaults in the game files and only open the ones that are relatively harmless or at least potentially rewarding. Needless to say, this is very tedious.

Wednesday, 11th October 2017, 14:47

Forum: YASD! YAVP! and characters in progress too

Topic: FeVM of Ru - sacrificial advice

Replies: 7

Views: 778

Re: FeVM of Ru - sacrificial advice

What are you hoping to sacrifice, and what are the odds of actually getting that, reasonably soon?

Wednesday, 11th October 2017, 08:00

Forum: Dungeon Crawling Advice

Topic: Gnoll Wanderer

Replies: 2

Views: 694

Re: Gnoll Wanderer

With book of minor magic, I would help myself to Magic Dart for ranged damage in the early dungeon. Then, at xl 2, I would add Blink and Call Imp, assuming the fail rate becomes reasonable fairly quickly. At xl 3, I would memorise the best spell in the game and enjoy the rest of the dungeon/lair. Wi...

Tuesday, 10th October 2017, 09:29

Forum: Crazy Yiuf's Corner

Topic: best strategy and god for Mummy's

Replies: 26

Views: 3666

Re: best strategy and god for Mummy's

edgefigaro wrote:MuNe is fine. Mu^Gozag is fine. MuNe^Gozag is questionable. I leave it up to the reader to identify the inefficiency in this strategy.

Best way to do the pure necro challenge, without accidentally breaking the rules. I guess.

Tuesday, 10th October 2017, 09:23

Forum: Dungeon Crawling Advice

Topic: Amulet of Harm drain

Replies: 47

Views: 5905

Re: Amulet of Harm drain

Charmandara wrote:For the D:2 centaurs you find without an immediate attack/hex answer, cover, potions, or scrolls, you might just be done for regardless of a harm amulet.

How many D:2 centaurs do you come across? I've never seen one as far as I can remember.

Tuesday, 10th October 2017, 09:22

Forum: Dungeon Crawling Advice

Topic: Amulet of Harm drain

Replies: 47

Views: 5905

Re: Amulet of Harm drain

VeryAngryFelid wrote:This thread made me want to add "piety is overrated" to my signature.

It may be overrated, but it is certainly underused.

Monday, 9th October 2017, 09:41

Forum: Dungeon Crawling Advice

Topic: Rule of thumb- Hells or Pan?

Replies: 22

Views: 1912

Re: Rule of thumb- Hells or Pan?

So if I'm with Zin and have good resistances, I have good protection for both Hell and Pan, and Pan could be easier. Is TSO always a better choice, or am I good to go with a Holy Wrath weapon and recite/vit/sanctuary? Edit: I'm talking about my generic MiFi^Zin with axes and shields. In my view Zin...

Monday, 9th October 2017, 08:13

Forum: Crazy Yiuf's Corner

Topic: best strategy and god for Mummy's

Replies: 26

Views: 3666

Re: best strategy and god for Mummy's

NhorianScum wrote:Mu^Be is one of their stronger 3 rune starts though...

Specifically, which starts is Mu^Be stronger than?

Saturday, 7th October 2017, 10:19

Forum: Dungeon Crawling Advice

Topic: Wanderer

Replies: 5

Views: 733

Re: Wanderer

Haha! I think a strong player would be allowed to ascend on the spot.

Saturday, 7th October 2017, 10:18

Forum: YASD! YAVP! and characters in progress too

Topic: FeVM of Ru - sacrificial advice

Replies: 7

Views: 778

Re: FeVM of Ru - sacrificial advice

Very good point. I obviously missed that. Sacrifice skills, memorise S2S!

Friday, 6th October 2017, 18:23

Forum: YASD! YAVP! and characters in progress too

Topic: FeVM of Ru - sacrificial advice

Replies: 7

Views: 778

Re: FeVM of Ru - sacrificial advice

The thing with sacrificing love is that alllies are one of the strongest things in the game. But you rightly pointed out that you don't currently have access to them anyway. Like any other species, Fe can win without allies of course. In the beginning of the game, the objective for Fe is really to g...

Friday, 6th October 2017, 18:14

Forum: Dungeon Crawling Advice

Topic: Wanderer

Replies: 5

Views: 733

Re: Wanderer

Nice, got any other gear with it?

Friday, 6th October 2017, 08:10

Forum: Game Design Discussion

Topic: Bultungin/Gnoll Feedback

Replies: 223

Views: 45043

Re: Bultungin/Gnoll Feedback

There is a gap between 'being able to use anything' and 'being forced to use whatever you find'. That gap is largely set by the strength of the other aspects of the species. If the species is very strong, then 'being able to use anything' turns into 'using what you like'. That could be melee, ranged...

Re: CIP: did it suddenly just become worth it to train polea

WingedEspeon wrote:No. Stick to UC. Wymbanes low base damage makes it a kinda meh weapon for characters that train a lot of weapon skill.

I used to think Wyrmbane is mediocre, but fsim convinced me otherwise.

Tuesday, 3rd October 2017, 16:44

Forum: Game Design Discussion

Topic: ZOMBIE HANDS (serious proposal)

Replies: 30

Views: 5501

Re: ZOMBIE HANDS (serious proposal)

My concern isn't that it's too powerful (though it may be, I don't know how "saving" vs. constriction works off the top of my head). It's a level 7 spell and constriction damage generally isn't very high. As an effect that incapacitates monsters, it is weaker than effects like entanglemen...

Tuesday, 3rd October 2017, 16:40

Forum: Game Design Discussion

Topic: ZOMBIE HANDS (serious proposal)

Replies: 30

Views: 5501

Re: ZOMBIE HANDS (serious proposal)

I think that this should be able to work out of LOS (the hands are a fixed effect from the ground -- you aren't sustaining them some how) I do not support this. My preference would be that no spells do anything out of LOS. Being able to damage enemies out of LOS is always absurdly powerful, even th...

Tuesday, 3rd October 2017, 12:52

Forum: Game Design Discussion

Topic: Proposal : make lichform permanent

Replies: 22

Views: 2045

Re: Proposal : make lichform permanent

Option c: Rename lichform to mummyform.

Tuesday, 3rd October 2017, 08:31

Forum: Crazy Yiuf's Corner

Topic: best strategy and god for Mummy's

Replies: 26

Views: 3666

Re: best strategy and god for Mummy's

Necromancer is pretty strong and Kiku is a great god. That definitely works. Gozag is also a very a good god, especially for Mummy (no need to waste money on feed, access to effects that are otherwise unavailable). Though I suspect Hunter is stronger than Gladiator, due to ranged superiority. Summon...

Tuesday, 3rd October 2017, 08:21

Forum: Game Design Discussion

Topic: Solution to the Inventory Problem

Replies: 15

Views: 2074

Re: Solution to the Inventory Problem

I'm not against removing random uselessness or degeneration, but it wouldn't do much for inventory, because, once identified, (nearly) nobody carries them anyway.

(Can you still get emergency butterflies from random uselessness?!)

Tuesday, 3rd October 2017, 08:18

Forum: Game Design Discussion

Topic: Bultungin/Gnoll Feedback

Replies: 223

Views: 45043

Re: Bultungin/Gnoll Feedback

Hellmonk wrote:(especially Centaur - does anyone actually like them?)

Yep.

Thursday, 28th September 2017, 21:45

Forum: Game Design Discussion

Topic: Bultungin/Gnoll Feedback

Replies: 223

Views: 45043

Re: Bultungin/Gnoll Feedback

I don't really see what makes Oka extra powerful here. It'll still be weaker than the usual suspects.

Thursday, 28th September 2017, 15:44

Forum: Game Design Discussion

Topic: Bultungin/Gnoll Feedback

Replies: 223

Views: 45043

Re: Bultungin/Gnoll Feedback

But more importantly, when playing optimally skilling is mostly irrelevant(mostly), surviving is about methodical execution of combat engagements and luck, you usually just pick whatever is the best thing the dungeon generated and use it, regardless of how much skill you have on it(for generalist r...

Thursday, 28th September 2017, 12:30

Forum: Crazy Yiuf's Corner

Topic: dcss mechanics tier list

Replies: 52

Views: 5221

Re: dcss mechanics tier list

Tier List for Go/igo/baduk/weiqi

S: Opening "theory", Super Ko
A: Starting player advantage, Ko
B: Komi
C: Differences between scoring rules, AGA rules
D:

Thursday, 28th September 2017, 08:07

Forum: Game Design Discussion

Topic: Remove Catoblepas

Replies: 20

Views: 2043

Re: Remove Catoblepas

Petro-shrike!

If this game needs anything, it's more shrikes.

Wednesday, 27th September 2017, 08:07

Forum: Game Design Discussion

Topic: Solution to the Inventory Problem

Replies: 15

Views: 2074

Re: Solution to the Inventory Problem

I would love separate inventories for potions and scrolls. Perhaps evocables and ammo could be taken out too, but that may not be necessary.

Tuesday, 26th September 2017, 21:30

Forum: Dungeon Crawling Advice

Topic: The Development of a Tank

Replies: 56

Views: 5994

Re: The Development of a Tank

Alphaeus wrote:For example, my last good run today I switched from M&F because on D:3 I found a +10 trident (piercing, Str +4).

Nice weapon, certainly extremely good for D:3. Good choice.

Tuesday, 26th September 2017, 21:28

Forum: Crazy Yiuf's Corner

Topic: dcss mechanics tier list

Replies: 52

Views: 5221

Re: dcss mechanics tier list

S: Inventory Management, Wands, Throwing, Ammo, Harmful Potions, Useless Scrolls, Swappable items with defences
A: Vampires
B: Food
C: Auto-explore implementation
D: Rupert

Tuesday, 26th September 2017, 09:19

Forum: Crazy Yiuf's Corner

Topic: Thanks Maurice! :D

Replies: 6

Views: 838

Re: Thanks Maurice! :D

I wonder how many times I've needlessly been to a Zin altar since 0.17...

Tuesday, 26th September 2017, 08:17

Forum: Crazy Yiuf's Corner

Topic: Thanks Maurice! :D

Replies: 6

Views: 838

Re: Thanks Maurice! :D

Yes.

Sorry, I was under the impression this only worked at altars. Was that changed in recent versions, or did I just never realise this?

Tuesday, 26th September 2017, 08:14

Forum: Game Design Discussion

Topic: Let players choose their god at character creation

Replies: 37

Views: 6113

Re: Let players choose their god at character creation

Yes, the current highscore isn't even a 15 rune win, if I recall correctly. It might have been version 0.9 or something.

Monday, 25th September 2017, 09:55

Forum: Dungeon Crawling Advice

Topic: The Development of a Tank

Replies: 56

Views: 5994

Re: The Development of a Tank

Conjure Flame is a great spell and is a useful addition to almost every character. As a fighter (low Int) in heavy armour it can take a fair bit of XP to get castable. The most efficient way is usually just to train fire and conjurations. Looking at the above, most, if not all your experience spent ...

Monday, 25th September 2017, 09:39

Forum: Crazy Yiuf's Corner

Topic: Thanks Maurice! :D

Replies: 6

Views: 838

Re: Thanks Maurice! :D

This is quite amusing.

I suspect a lot of players forget that they can donate (some of) their money to Zin, willingly, at an altar anytime. This can be useful for weaker characters early in the game, especially if there are no good shops around.

Monday, 25th September 2017, 08:04

Forum: Game Design Discussion

Topic: Let players choose their god at character creation

Replies: 37

Views: 6113

Re: Let players choose their god at character creation

It was removed as a playable combo several versions ago.

I know this because I was looking for some easy highscores...

Sunday, 24th September 2017, 21:17

Forum: Game Design Discussion

Topic: *Contam and Zin

Replies: 8

Views: 1183

Re: *Contam and Zin

I think there was a proposal in the past, that Zin should cure mutations as a passive over time. A bit like gifts with other gods, only you lose a mutation each time you'd receive a gift. It would correct this problem. I really liked this and I thought this was actively being added. Did I get that ...

Friday, 22nd September 2017, 13:06

Forum: Dungeon Crawling Advice

Topic: The Development of a Tank

Replies: 56

Views: 5994

Re: The Development of a Tank

You make a good case for either starting with an axe, or sticking with M&F. The point I would like to make is that I wouldn't switch (maybe switch isn't a good word anyway, it's much more like an addition) just to change from M&F to Axes (or from swords to axes, or from axes to polearms, or...

Friday, 22nd September 2017, 10:02

Forum: Crazy Yiuf's Corner

Topic: Why is there no potion for piety/Invocations?

Replies: 9

Views: 1002

Re: Why is there no potion for piety/Invocations?

I think it would be 'obviously bad'.

I'd either quaff it immediately, especially early, which is a straight up power boost, or I'd carry it around for emergencies, adding to my inventory woes. No thanks!

Friday, 22nd September 2017, 09:59

Forum: Dungeon Crawling Advice

Topic: The Development of a Tank

Replies: 56

Views: 5994

Re: The Development of a Tank

In my view it is not inevitable to be surrounded when slow. Corridors, digging, noise-management, doors, allies, translocations, consumables and powerful ranged attacks still exist.

It's a different story in places like Pan, Hell and Zigs admittedly. At that point, yeah, just get an axe.

Friday, 22nd September 2017, 09:19

Forum: Game Design Discussion

Topic: *Contam and Zin

Replies: 8

Views: 1183

Re: *Contam and Zin

I like these idiosyncracies, because they give some items/gods/species more character for lack of a better phrase, by adding an additional layer of differentiation. I accept that it's not clean design, and likely difficult to justify on gameplay terms. These specific interactions don't come up often...
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